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Files posted by Necora

Preamble
Inspired by the Port Royal Historic Site in the Annapolis Valley, Nova Scotia. Founded in 1605 by France, it was the first French settlement in North America and was capital of Acadia for a brief time before being destroyed by the British in 1613. The French relocated to a new Port Royal further down the Annapolis river at where is now Annapolis Royal. In 1939 the fort was re-created as a replica in its original site using duplicate plans recently discovered in France, where it still stands today as a vibrant visitors attraction.

Included in Port Royal...

Row Housing - a range of row houses have been made, modeled on the Port Royal buildings. While most of the original housing on site seems to be in quarters rather than individual houses, I've used the general look of the fort to style these houses.
Small single story house
Single story inner corner house
2 story over hanging house - right and left version - to be placed above the smaller house
2 story central house
2 story inner and outer corner houses - inner corners have 3 F-variants to transition between heights
Town Civics, all which can be built in the row setting.
Town Hall
Church
School
Industry, all which can be built wall to wall.
Blacksmith
Forge - to make iron out of iron ore (also introduced in the set if you don't already have it)
Lumber Cutter
Tailor
Food Production Buildings
Bakery - makes various tasty breads
Grist Mill - a mill to be placed besides a stream, that will grind various grains into flour. This is based off a replica Grist Mill near to the Port Royal site, which was the location of the first wheat field and mill in North America.
Storage and market options
Edibles storage cellar
Large materials/construction warehouse
Dry storage loft to be placed above the warehouse
A central market building
Various fort decorations including towers, palisade walls, and a cannon platform.

Compatibility Issues

None to report.

Acknowledgements
None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.
This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic.
Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

I started making this set because I had a need for certain forestry resources, so wanted to make the forest centers to get them. I also wanted to add a bit more maritimes diversity to what can be gained from the forest. Rather quickly, this snowballed into a large set as with the more buildings and chains I added, I figured I had may as well do other things too so that it is more complete.

This set took a lot of time an effort, far too much perhaps. There are chains and buildings that I really like, and others which on hindsight could do with being improved. It also diverted away from other Maritimes sets, in that there was no real inspiration from Maritimes areas to make most of this set. I have learnt a lot, the limits of the mod kit, my limits as a modder, and have developed some interesting techniques and mechanisms, some that work, some that don't so much.

With that being said, this is the last update I will be making to the Pine Set, apart from any necessary bug fixes or balancing changes. I will continue supporting it in terms of making sure it is still compatible with other sets, but any improvements to chains will come as seperate stand alones, back in more of the Maritimes theme I've been trying to create.

Introducing the biggest (so far) installment of the Maritimes collection, the Pine Set.

Small prodution buildings including blacksmiths, tailors, looms, spinners, and lumber cutters. All small, all slow, all with 2 F-variants, one colour and one wood.
New forestry production chains including a turpentine still and a pine pitch kiln.
New storage options including some small food cellars, barns, and material storage.
New forestry lots. 3 1x1 forester towers, one vanilla, one with a new maple tree set consisting of maple trees, aspens, apples, and oaks, and one with a new pine tree set, including fir, spruce, and white pine.
New gatherer and forager resources... see the read me in the first reply to this topic below for more details.
New fur trapper and skinner... see the read me in the first reply to this topic below for more details.
New foods (to vanilla game) including Game (meat), eggs, cranberries, maple syrup, and more.
New alcohol (to vanilla game) including cider and maple whiskey.
New materials (to the vanilla game) including feathers, lumber, hemp, flax, pine boughs, pine resin, turpentine, pitch, charcoal, and more!
New fabrics (to the vanilla game) including linen, canvas, yarn, and twine.
New civic buildings including church, school, town hall (all with F-variants) and a hospital.
New housing including an up-gradable cabin in wood and colour versions, and an up-gradable lodge. More housing will be added in the future.
And probably a load of other things I forgot about! When I remember, I'll add them.
Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits.
Compiled using the new Community Mod Tool Bar.

Toolbar.
A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu.
Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay!
Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest.

Compatibility Issues

I have tried to make this set fully compatible with all other mods. There are, however, a couple of points that I just could not solve. They are listed below...

Charcoal and Colonial Charter Part 1 = This is an interesting one. Due to CC charcoal being linked to the brick making facilities, the high:low produce values are astronomical, from a comparitively tiny amount of logs. Therefore, if you use the Pine Set above CC, the output of charcoal from CC buildings will most likely be very low. It, on the other hand, you use CC above the Pine Set, the output of charcoal from Pine Set buildings will be very high. You have been warned
Charcoal and Colonial Charter Part 2 = Another difference is that in CC, charcoal is a fuel, where as in the Maritimes, charcoal is an industrial fuel as I don't want it used in houses. So if you want charcoal to be burned in your houses, put CC above the Pine Set. Otherwise, it doesn't matter.
New Flora = In order to use both New Flora and the Pine Set, you need to use the Flax Patch and New Pine Flora patch. Put these two, and New Flora, above the Pine Set in your load order.

Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. This set does not need the Maritimes Tree mod as it is included.

All other mods - Compatible! I don't know of any instances where this will not work.

Acknowledgements
None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.
This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic.
Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

Introducing the first modular set taken from the Maritimes collection, Prince Edward Island Shore Fisheries.
What is new?
5 Small shore fishing huts that produces your choice of mussels, clams, scallops, oysters, or seaweed.
All 5 versions are F-variants of the same building, so have the same output etc. You can choose what item to produce from the drop down menu of each UI.
3 Colour themes to choose from.
Each colour theme has it's own tool bar icon. There is no functional difference between the three themes, only visual.
New advanced placement options.
The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc.
New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed.
A general storage (2000 units) and an edibles storage (1000 units).
The colour variations of the storage units are as F-variants.
Unlike the fisheries huts, storage units have stairs etc. attached to the front.
A small lighthouse that provides happiness.
All buildings have been remastered, which includes...
General cleaning up of the models,
Improved texturing,
New Ambient Occlusions.
Compiled using Banished Mod Kit 107 Beta
Compiled using the new Community Mod Tool Bar.
A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu.
Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay!
Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial )

Compatibility Issues and Usage <<--- READ ME!!
There are a few issues to note...
Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod.
Colonial Charter Journey - Compatible!
Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them.
All other mods - Compatible! I don't know of any instances where this will not work.
Needs a dock set to work!!!!!
This set only includes the buildings, any connecting docks will be in a seperate mod. So you either need to download the Maritimes Dock Set or use CC, DSSV etc. if you want to have these buildings fully on the water. You can position them on the shore, as long as access is given. Access to all buildings is via which ever side has a door.
Acknowledgements
None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.
This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic.
Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar!
Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

Introducing the next installment of the Maritimes collection, NS Inshore Fisheries.

New dock based fishery building with 5 F-variants. Produces your choice of lobster, herring, shrimp, tuna, or mackerel.
New dock based industry buildings including a rope maker, lumber cutter, and dory builder.
New crops including flax and hemp.
The buildings fit the docks completely, for the most part. This gives the player the freedom to use any dock piece to connect them together and the the land. They can also be used with other dock sets, such as CC or DSSV etc.
New food items (to the vanilla game) including lobster, herring, shrimp, tuna, and mackerel.
New items (to the vanilla game) including flax, hemp, rope, lumber, and dory (small boats).
A dock based general storage.
Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits.
Compiled using the new Community Mod Tool Bar.

Toolbar.A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu. Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay!Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial )

Compatibility.There are a few issues to note...

Maritimes.pkm - Incompatible! This set should not be used along side the full Maritimes mod.

All other mods - Compatible! I don't know of any instances where this will not work.

Needs a dock set to work!!!!!
This set only includes the buildings, any connecting docks will be in a seperate mod. Obviously, I recommend the the Maritimes Dock Set, after all it does include a decorative ghost lobster trap . You can position these buildings on the shore, as long as access is given. Access to all buildings is via which ever side has a door or open dock.

AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

Introducing the Sherbrooke Village collection! This set includes...
Sherbrooke Church - a large church with room for 120 devout souls and a radius of 30 tiles.
Sherbrooke Shoool - a school with capacity for 30 students.
Sherbrooke Market - a large market building. Capacity 18,500 units, accepts all storage flags, and has a radius of 30 tiles. 3 Variants, red, white, and black.
Sherbrooke Medium House - a 'medium' sized house with 4 variants, blue, red, yellow, and a white with green trim that fits next to the tailor. Medium houses have an occupancy of a family of 5, fuel of 80 per resource, and 1,200 units storage.
Sherbrooke Small House - a smaller house, with 4 variants, blue, purple, aqua, and red. Small houses have an occupancy of a family of 4, fuel of 70 per resource, and storage of 900 units.
Sherbrooke Blacksmith. A red blacksmith building. Produces the following range of tools;
Bough tool - a cheep, rough tool made from pine pitch*. Cheaper to build but does not last as long as the vanilla iron tool.
Iron tool - vanilla.
Pitched tool - a sturdy tool made from wood, iron, and pine pitch*. Same stats as vanilla steel tool.
Twined tool - a sturdy tool made from wood, iron, and twine*. Same stats as vanilla steel tool.
Steel tool - vanilla.
Fishing Tackle+ - a crafted item made from wood, iron, and pine pitch*.
Sherbrooke Tailor. A tailor that produces the following range of clothing;
Leather coat - vanilla.
Wool coat - vanilla.
Pelt clothing* - clothing made from animal pelts*^. Same stats as vanilla leather coat.
Canvas clothing* - clothing made from canvas*. Same stats as vanilla leather coat.
Linen clothing* - clothing made from linen*. Same stats as vanilla leather coat.
Down coat - coats made from leather and feathers*. Same stats as vanilla winter coat.
Winter coat - vanilla.
Fur coat - coats made from fur*. Same warmth as vanilla winter coat, but much more valuable.
Sherbrooke Water Mill. A mill building to be built on streams, quickly produces lumber or firewood. Includes the following puzzle pieces;
Lower bridge pieces - 1x1, 1x3, 1x1 corner.
Ground level bridge pieces - 1x1.
Upper bridge pieces - 1x1, 1x3, 1x1 T, 3x3 trade boat passable.
Stairs between all levels.
A dam for smaller streams.
Sherbrooke Boat Shop. A large water front boat shop that builds boats and fishing supplies for the NS Inshore set. Expensive to build.
* Resources are cross overs from the Pine Set and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for.
^ Resources are cross overs from the Crystal Cliffs Farm and need this set (or another that produces them, such as CC or some of RedKetchup and Discrepancy's mods) or they can be traded for.
+ Fishing tackle is a cross overs from the NS Inshore Fishery where it is used in building fishing boats.
Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits.
Compiled using the new Community Mod Tool Bar.

Compatibility
Fully compatible with all mods.
AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

This file is no longer available.
The Complete Maritimes Collection is no longer compatible with the newest Banished game build and the recent developments with resource limits/flags and the community toolbar and is hence forth discontinued... for the time being.
It is being replaced by the individual collections (Maritimes Crystal Cliffs, Pine Set, PEI, NS, Sherbrooke etc.) which are all made for Banished 107 and take advantage of the new resource limits and flags, the new community toolbar, and have a lot of new content.
I will leave this up here though, as I hope to bring all of these individual mods back together into the complete Maritimes Mod when they are all finished.

PEI Shore Fisheries and Dock Set
Based on small fishing huts in Prince Edward Island, Canada.

Dock Set. 1x1, 1x2, 1x3 dock pieces with corners, T-s, and stairs. Some with covered and roped F-variants.
Small shore fishing hut that produces your choice of mussels, clams, scallops, oysters, or seaweed. Has 5 F-variants.
New food items (to the vanilla game) including mussels, clams, scallops, oysters, and seaweed.
A general storage (2000 units) and an edibles storage (1000 units).
A small lighthouse that provides happiness.
All buildings have two versions, a worn look and a fresh look. For the shore fishing huts, each version has its own toolbar instance. For the lighthouse, general storage, and edibles storage the different versions are F-variants.
Shipbuilding Industry
Dock based rope maker and boat building to start a maritime ship building production chain.

Crystal Barn - 11,000 units of general storage. Costs lumber, stone and building supplies to build. Footprint is only 2x4, but it over hangs to a total of 4x8. This is so that it can fit above...
Crystal Milk - A 4x6 milk pen which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber, stone and domesticated animals to build, takes up to 3 workers, and produces a fair amount of milk!
Crystal Stable - A 4x6 stable which can sit as either a stand alone building or be placed beneath the Crystal Barn to make them look like one building. Costs lumber and stone to build, and will rear domesticated animals for the building of the milk pen. Domesticated animals are produced using either barley+, corn+, oats+, or wheat.
New food items including Barley+, Corn+, Milk and Oats+.
New materials Building Supplies+.
New dry good Domesticated Animal.
Port Royal Habitation
A town set based on the 1700s Acadian Habitation at Port Royal, Nova Scotia, Canada.

Port Royal Housing - various housing combinations including single level houses and modular double level houses that can either make corners or be built above the town hall and school.
Port Royal Civics - A school (capacity 15), a town hall, and a chapel (capacity 20).
Port Royal Food Production - A grist mill that takes oats+, corn+, barley+, and wheat and makes flour and a Bakery to turn that flour into bread.
Port Royal Industry - A blacksmith and tailor which make Vanilla cloths and tools, and a lumber cutter who makes lumber from wood at a steady rate.
Port Royal Storage - Some storage options for this set. A warehouse to store materials, stone, iron, and fuel. A storage loft that sits above the warehouse to store dry goods, cloths, and tools. Finally, a storage cellar which stores all edibles.
Port Royal Fort - a few fort pieces to decorate your town with, including a gate house, palisade platform, and cannon platform.
Peggy's Cove Inshore Fisheries
A set of inshore fisheries based on Peggy's Cove, Nova Scotia, Canada.

New dock fisheries building, with F-variants. Need lumber and dory (made from above buildings) to build and will harvest your choice of lobster, herring, mackerel, shrimp, or tuna.
New dock general storage building.
New food items (to the vanilla game) including lobster, shrimp, herring, mackerel, and tuna.
This whole set will appear in a new tab on the main tool bar, with a maple leaf icon. Within this, there are a few sub-menus, one for dock buildings, one for farming buildings, and one for the Port Royal set (which itself has sub-menus for each class of building).
This set will also change vanilla coal limits to material limits, and vanilla textiles limits to dry good limits, as with CC.
Usage Notes - Important!
+ This mod will work stand alone. However, while a range of new resources has been added to the game, if used stand alone the following items will be available through trade only. The list... building supplies, barley, corn, oats, flax. If you want to produce these items yourself, you will need to use CC or another mod that adds any of these resources. Some will be released in later versions (for example I want to add wild flax and some wild oats etc.), others probably not. I do think needing to trade for certain things does add a nice bit of realism/challenge to the game!

Compatibility.
> NEW BANISHED V107 MODS - INCOMPATIBLE
> CC and others - Compatible. You will get red warnings in your mods list if you use it with CC or any other mod that adds some of the same raw materials (mussels, building supplies etc.) however this will not effect functionality. I have purposely made my raw materials match the CC ones so that they will work together. The harvesting rates, values, etc. are the same so load order just depends what icons you prefer!
> Wild Flax mods - Incompatible - The wild flax mod at WOB uses a different name for the flax resource, and therefore will not be used by the rope maker in this set.
> Save Game - Incompatible. I have made a lot of changes behind the scenes and re-textured the buildings so this is not compatible with previous instances. You might get away with deleting all instances of these buildings before loading this mod up...

Dock pieces including...
1x1 pieces with covered, roped, and plain F-variants,
1x2 pieces with covered and roped F-variants,
1x3 pieces with covered and roped F-variants,
1x1 corner pieces with roped, plain, and T-section F-variants,
1x1 complete medium level with corners, T-sections, straight sections with roped and covered F-variants,
1x1 set of stairs to medium level,
1x1 set of stairs to water level,
A decorative ghost lobster pot with a few F-variants.
Compiled using Banished Mod Kit 107 Beta
Compiled using the new Community Mod Tool Bar.
A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu.
Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay!
Note, all Maritimes modular sets will be able to be used completely independantly of each other, you don't need one to run the others (although, in some cases it will be beneficial ). If you do run them together, it is advised to place the most recent release on top!
Compatibility Issues and Usage <<--- READ ME!!
There are a few issues to note...
Colonial Charter Journey - Compatible!
Modular Maritimes Sets - Compatible! You will get red warnings in your mod list - ignore them. Place the most recently released mod on top.
All other mods - Compatible! I don't know of any instances where this will not work.
Acknowledgements
None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.
This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic.
Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar!
Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

Version 100 - 8th May 2017
I don't have any pictures yet... they will be coming soon!
The Maritimes Collection - Maritimes Riffle V100
A collection of ghost, free to place decorative pieces to build streams, ponds, and lakes on land and to enhance game waterways.
Introducing the Maritimes Riffle Collection - Version 100!
This collection provides a range of decorative items, which are all free to place and ghosted. All of these decorations can be used to create streams, rivers, lakes, ponds etc. on land and to enhance the water ways in game.
This set includes...
Stream Riffles - decorative pieces that enhance game rivers and streams
Steam - this will make a particle point that produces steam from the water, using a modified smoke particle.
Ripple - this will make a particle point that produces a ripple effect on the water, using a modified boat wake particle.
Warning - due to the nature of these pieces, they are invisible! So some trial and error will be needed to place them properly. Unfortunately, I've not found a way to incorporate placement helpers.
Once placed, if you click on the middle of the point (where the particle is emitting from) you will find an invisible square so you can delete it from the UI that pops up.
4 Turbulent textures, each with 3 angled variants. These are simple textures which have the foliage material applied, making them move in the water. This will allow you to place turbulence along shore lines, dock buildings etc.
Stream Decorations - 4 sets of stream decorations are included, to build streams, ponds, lakes etc. on land. Each set is at a different level, so 0m (ground level), -0.25m, -0.50m, and -0.75m. Each includes...
A center water tile.
A corner water tile.
An edge water tile.
A diagonal water tile.
Pebbles (3 variants).
Drift wood (lots of variants).
Transition Pieces - these allow you to transition between the various depths mentioned above.
Sloped transitions - a gradual slope between each step.
Waterfall transitions - a waterfall between 0m and each lower level.
Digging Pieces - a terrain leveler for 0m, -0.25m, -0.50m, and -0.75m. Must be placed then deleted.
All decorative items are ghost and free to build!
Toolbar.
A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu.
Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! There is a decorations tab (a goat with a fence) where you will find a maritimes riffle tab. Within this sub menu, there is a tab for each of the sets above.
Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest.

Compatibility.
This mod does not change or add any core files, and therefore should be compatible with all other mods.
Use only with Banished v107 BETA.

Acknowledgements
None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.
This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic.
Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

The Maritimes Collection - Crystal Cliffs Farm version 102
Inspired by an 1800s farm down the road from where I live called Crystal Cliffs, Antigonish County, Nova Scotia. The name comes from the gypsum that makes up the cliffs, which erodes out and covers the beach in 'crystals'.

Introducing Crystal Cliffs Farms.
The main pieces of this set is a large, 11000 capacity general storage barn. It comes in 3 F-variants, red, white, and gray. The barn overhangs, so that it can be placed above either of the following two buildings that will make the stone foundation.
Crystal Milk Pen. A large milk pen, capable of employing up to 3 farmers. Needs domesticated animals to build and corn to feed the cows. Produces milk at a decent rate. Acts as a stand alone building or as the foundation for the Crystal Barn.
Crystal Stable. A large stable, capable of employing up to 3 farmers. Produces domesticated animals from various grains (corn, barley, wheat, oats). Acts as a stand alone building or as the foundation for the Crystal Barn.
Small Animal Hutch. A small back yard (1x1) animal hutch. A drop down menu allows you to select from either Eggs (chickens) or Pelts (rabbits). Needs domesticated animals to build and corn to feed the animals. Comes in 3 F-variants, yellow, red, and brown.
Small Animal Pen. A small back yard (2x2) animal pen. A drop down menu allows you to select from either Milk (goats) or wool (sheep). Needs domesticated animals to build and corn to feed the animals. Comes in 2 F-variants, blue and brown.
A decorative goat! Ghosted, 2 F-variants, straight and diagonal.
3 sets of Decorative Fences. Ghosted, red, brown, and white. Each colour has its own sub-menu and includes a 1x1, 1x2, 1x3 straight pieces, a diagonal piece, a style, a small gate, a 1x1 farm gate, and a 1x2 farm gate.
New materials (to the vanilla game) including feathers, lumber** and domesticated animal.
New foods (to the vanilla game) including milk, goat's milk, eggs, barley**, and oats**.
Resources marked ** are trade only unless used with another mod that introduces ways to produce them.
Compiled using Banished Mod Kit 107 Beta including the new resource flags and limits.
Compiled using the new Community Mod Tool Bar.
Toolbar.
A new toolbar icon will appear on your main toolbar. This is a community tool bar space, within which future releases from all modders can have their own menu. Within this toolbar, you will see the Maple Leave icon - this is my little corner of Banished... Welcome! And Enjoy your stay!
Note - All Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others. It may be safe to run the most recently released set above the rest.
Compatibility.
Maritimes.pkm - Incompatible! Do not use with the full Maritimes mod. Only modular versions.
Colonial Charter - Compatible with the newest edition of CC!
Modular Maritimes Sets - Compatible! You will get red warnings, ignore them.
All other mods are compatible that I know of!

AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

Version 100 - 8th May 2017
I don't have any pictures yet... they will be coming soon!
The Maritimes Collection - Decorations V100
A collection of ghost, free to place decorative pieces from various Maritimes mods, all in one convenient location!

Introducing the Maritimes Decoration Collection - Version 100!
This collection provides a range of decorative items, which are all free to place and ghosted. All of these decorations are models used in other mods in the collection, and have been extracted and turned into decorations in this convenient package.
This set includes...
New Roads - based on the iconic red dirt of Prince Edward Island.
PEI Dirt Road - a red textured dirt road.
PEI Stone Road - a red textured herring bone stone road.
Both new roads are found in the Vanilla Transportation Menu under a new Maritimes Roads tab.
Road decorative squares - a few decorative texture pieces to smooth the edges of you roads and extend them under buildings etc. All free to place and ghosted.
PEI Dirt square and triangle.
PEI Stone square and triangle.
Decorative Natural Resources - A selection of natural resources have been extracted from the Pine Set and turned into ghost decorations.
Blueberry Bush.
Cranberry Bush.
Chanterelles (3 variants).
Fiddleheads.
Pine Boughs (3 variants).
Flax Plant.
Hemp Plant.
Grouse Nest.
Beaver Lodge.
Fox Hole.
Deadfall Trap.
Snare Trap.
Pitfall Trap.
Decorative Trees - All trees from the Pine Set/Maritimes Trees Mod have been extracted and turned into ghost decorations.
Apple Tree (4 variants).
Aspen Tree (4 variants).
Birch Tree (4 variants).
Fir Tree (4 variants).
Maple Tree (4 variants).
Spruce Tree (4 variants).
White Pine Tree (3 variants).
Decorative Town Trees - All trees mentioned above (apart from the apple, which is small anyway) have been duplicated and shrunk by 30 %. This is so that they can be used to decorate a down setting and not dwarf buildings.
Toolbar.
A new toolbar icon will appear on your main toolbar. This is a community tool bar space within which future releases from all modders can have their own menu.
Within this new toolbar, you will see the Maple Leaf icon - this is my little corner of Banished... Welcome! And Enjoy your stay! There is a decorations ta b (a goat with a fence) where you will find all of the decorative items mentioned above. Within the decorations menu, there is a sub menu for Road Squares, Natural Resources, Trees, and Small Trees.
Note, all Maritimes modular sets will be able to be used completely independently of each other, you don't need one to run the others (although, in some cases it will be beneficial ). It would probably be safe to run the most recently released mod above the rest.

Compatibility.
This mod does not change or add any core files, and therefore should be compatible with all other mods.
Use only with Banished v107 BETA.

Acknowledgements
None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.
This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic.
Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

Introducing the Maritimes Trees Replacement Addon.
This pack replaces the vanilla trees with new trees from the Maritimes Collection.
Includes Apple, Aspen, Birch, Fir, Maple, Spruce, and White Pine. All have a few variants.
How it works.
This mod changes the 'NaturalResourceTree.rsc:model' to swap the vanilla tree models for the new Maritimes tree models and their variants.
It also increases the amount of wood produced as a little added bonus - These trees are bigger than the vanilla ones, so it's only fair.
This mod does not change the spawning of other natural resources, nor does it add any new resources.
Compatibility.
As this mod is a simple tree replacement, the only aspect of the NaturalResourceTree.rsc template file that it over writes is the 'model' section. This means that if you run it on top of other mods, it should over write that part of the file, but not touch the rest. So any mods that change the wild spawned resources associated with the NaturalResourceTree.rsc, such as the Wild Flax Mod, should still work.
It should also work with any mods that change the appearance of or add variations to the gatherer/forester/herbalist buildings such as the Forest Outpost Mod.
This mod will not work with any mods that change the vanilla trees, or link a new tree file in the starting conditions. It should not cause any crashes, but either this will over ride the trees added to the vanilla file, or not show up on the map if the other mod links to a new tree file (some CC starting conditions may work like this).
Acknowledgements
None of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.
This includes especially @ShockPuppet for modeling help and @Kralyerg for super coding magic.
Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @Ketchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!

The Maritimes Collection -Maritimes Storage
Some storage buildings from various mods were rather generic, and I needed storage for other mods. So I decided instead of making multiple instances of essentially the same thing, I'd put the more generic storage solutions into one package.
Contents
Food Cellar - 5000 unit capacity, 5 F-variants of different colours. Stores edible and non-edible foods.
Medium Storage barn - 8000 unit capacity, 5 F-variants of different colours.
AcknowledgementsNone of my mods would be possible without the help, support, and general amazing nature of the Black Liquid Crew.This includes especially @ShockPuppet for modeling help and @kralyerg for super coding magic. Thanks also go to @Discrepancy for his awesome intro to modding tutorial, and @RedKetchup for modeling and coding help throughout, and of course the toolbar!

Thanks also go out to all who have participated in the development thread with comments, suggestions, and beta testing. There are too many to name individually, and I'm worried about missing people out. So here's to you!